We value the players' privacy. However, the following feature is necessary for XR MMO system. If you cannot accept, please do not install and execute the app.
1.Camera usage The AR function requires the camera usage. And the camera is only for AR. The app would never collect or uplaod your camera image .
Provides access to the person's primary email address. This permission is approved by default.
public_profile
Provides access to a person's basic information, including first name, last name, profile picture, gender and age range. This permission is approved by default.
user_friends
Provides access to a person's list of friends that also use your app. This permission is approved by default.
using UnityEngine;
using System.Collections;
public classMainPlayer : MonoBehaviour {
public string myName;
// Use this for initialization
void Start () {
Debug.Log("I am alive and my name is " + myName);
}
// Update is called once per frame
void Update () {
}
}
Rigidbodies enable your GameObjects to act under the control of physics. The Rigidbody can receive forces and torque to make your objects move in a realistic way. Any GameObject must contain a Rigidbody to be influenced by gravity, act under added forces via scripting, or interact with other objects through the NVIDIA PhysX physics engine.
Properties
Property:
Function:
Mass
The mass of the object (arbitrary units). You should not make masses more or less than 100 times that of other Rigidbodies.
Drag
How much air resistance affects the object when moving from forces. 0 means no air resistance, and infinity makes the object stop moving immediately.
Angular Drag
How much air resistance affects the object when rotating from torque. 0 means no air resistance. Note that you cannot make the object stop rotating just by setting its Angular Drag to infinity.
Use Gravity
If enabled, the object is affected by gravity.
Is Kinematic
If enabled, the object will not be driven by the physics engine, and can only be manipulated by its Transform. This is useful for moving platforms or if you want to animate a Rigidbody that has a HingeJoint attached.
Interpolate
Try one of the options only if you are seeing jerkiness in your Rigidbody’s movement.
None
No Interpolation is applied.
Interpolate
Transform is smoothed based on the Transform of the previous frame.
Extrapolate
Transform is smoothed based on the estimated Transform of the next frame.
Collision Detection
Used to prevent fast moving objects from passing through other objects without detecting collisions.
Discrete
Use Discreet collision detection against all other colliders in the scene. Other colliders will use Discreet collision detection when testing for collision against it. Used for normal collisions (This is the default value).
Continuous
Use Discrete collision detection against dynamic colliders (with a rigidbody) and continuous collision detection against static MeshColliders (without a rigidbody). Rigidbodies set to Continuous Dynamic will use continuous collision detection when testing for collision against this rigidbody. Other rigidbodies will use Discreet Collision detection. Used for objects which the Continuous Dynamic detection needs to collide with. (This has a big impact on physics performance, leave it set to Discrete, if you don’t have issues with collisions of fast objects)
Continuous Dynamic
Use continuous collision detection against objects set to Continuous and Continuous Dynamic Collision. It will also use continuous collision detection against static MeshColliders (without a rigidbody). For all other colliders it uses discreet collision detection. Used for fast moving objects.
Constraints
Restrictions on the Rigidbody’s motion:-
Freeze Position
Stops the Rigidbody moving in the world X, Y and Z axes selectively.
Freeze Rotation
Stops the Rigidbody rotating around the world X, Y and Z axes selectively.
Details
Rigidbodies allow your GameObjects to act under control of the physics engine. This opens the gateway to realistic collisions, varied types of joints, and other very cool behaviors. Manipulating your GameObjects by adding forces to a Rigidbody creates a very different feel and look than adjusting the Transform Componentdirectly. Generally, you shouldn’t manipulate the Rigidbody and the Transform of the same GameObject - only one or the other.
The biggest difference between manipulating the Transform versus the Rigidbody is the use of forces. Rigidbodies can receive forces and torque, but Transforms cannot. Transforms can be translated and rotated, but this is not the same as using physics. You’ll notice the distinct difference when you try it for yourself. Adding forces/torque to the Rigidbody will actually change the object’s position and rotation of the Transform component. This is why you should only be using one or the other. Changing the Transform while using physics could cause problems with collisions and other calculations.
Rigidbodies must be explicitly added to your GameObject before they will be affected by the physics engine. You can add a Rigidbody to your selected object from Components->Physics->Rigidbody in the menubar. Now your object is physics-ready; it will fall under gravity and can receive forces via scripting, but you may need to add a Collider or a Joint to get it to behave exactly how you want.